Psychedelic theme is taken really serious here.
Still, I had fun with this.
Psychedelic gave me gear floors, Quake ceilings and button windows:
http://img651.imageshack.us/img651/9454/quake0000.th.jpg
Key windows...
http://img11.imageshack.us/img11/2953/quake0002.th.jpg
Door walls :?
http ...
Search found 476 matches
- Fri Oct 19, 2012 2:00 am
- Forum: General Discussion
- Topic: Oblige 4.28 Released
- Replies: 3
- Views: 3243
- Mon Sep 24, 2012 12:41 am
- Forum: QuakeC Programming
- Topic: Question about random()
- Replies: 2
- Views: 2031
Question about random()
Does random() only return 10 different random numbers, between 0 and 1?
I've tested it with ftos() and it only gave me 0.1, 0.4, 0.7 etc...
I dunno if ftos() round things up a little, but can random() return something like 0.15? 0.00001, etc?
I've tested it with ftos() and it only gave me 0.1, 0.4, 0.7 etc...
I dunno if ftos() round things up a little, but can random() return something like 0.15? 0.00001, etc?
- Tue May 01, 2012 3:48 am
- Forum: QuakeC Programming
- Topic: MultiDamage fix
- Replies: 18
- Views: 7249
Re: MultiDamage fix
Yeah, but what about shootable doors, buttons, monsters? These will take no shotgun damage with that code. 
- Sun Apr 29, 2012 6:15 pm
- Forum: QuakeC Programming
- Topic: MultiDamage fix
- Replies: 18
- Views: 7249
Re: MultiDamage fix
Impossible, it should be an entity, not a float. Also, your compiler will give you an error if you try that.
A possibility is using darkplaces' findfloat(), but it will only work on DP then.
A possibility is using darkplaces' findfloat(), but it will only work on DP then.
- Sun Apr 29, 2012 3:07 am
- Forum: QuakeC Programming
- Topic: MultiDamage fix
- Replies: 18
- Views: 7249
Re: MultiDamage fix
Yeah, you're right, it is possible to completely remove ClearMultiDamage().
So the new ApplyMultiDamage() will look like this:
void() ApplyMultiDamage =
{
local entity e;
e = nextent(world);
while (e)
{
if (e.multi_damage)
{
T_Damage (e, self, self, e.multi_damage);
e.multi_damage = 0 ...
So the new ApplyMultiDamage() will look like this:
void() ApplyMultiDamage =
{
local entity e;
e = nextent(world);
while (e)
{
if (e.multi_damage)
{
T_Damage (e, self, self, e.multi_damage);
e.multi_damage = 0 ...
- Sat Apr 28, 2012 5:54 am
- Forum: QuakeC Programming
- Topic: MultiDamage fix
- Replies: 18
- Views: 7249
Re: MultiDamage fix
Notice that multi_damage was turned into a dot float, which is a float that belongs to an entity, so 2 entities will not take the same damage, unless if the pellets are spread half and half for both entities. The Shotgun firing works like this:
First it resets the multi_damage value of every entity ...
First it resets the multi_damage value of every entity ...
- Mon Apr 23, 2012 6:43 pm
- Forum: QuakeC Programming
- Topic: MultiDamage fix
- Replies: 18
- Views: 7249
MultiDamage fix
You know that originally the multi damage for the shotguns only applies damage to a single entity, even if the pellets spread hitting two or more entities, and the last entity it hits gets the full damage, while the others take no damage at all.
That's not a hard fix, but for those who haven't found ...
That's not a hard fix, but for those who haven't found ...
- Wed Apr 18, 2012 11:30 pm
- Forum: General Discussion
- Topic: heh heh heh persistance matters
- Replies: 26
- Views: 8538
Re: heh heh heh persistance matters
No crosshair :?
Even when crosshair is 1. But I played well even without it, lol.
@Topic: Here it ran even smoother than DP, on an i5, gt 220 1gb card.
Even when crosshair is 1. But I played well even without it, lol.
@Topic: Here it ran even smoother than DP, on an i5, gt 220 1gb card.
- Sat Apr 14, 2012 6:23 pm
- Forum: QuakeC Programming
- Topic: Winquake-friendly sqrt function.
- Replies: 4
- Views: 2881
Winquake-friendly sqrt function.
I've seen a method of finding square roots 'without' a calculator by hand these days, with very little margin of error.
I decided to transform this method to a QC function, and I've got pretty close ingame results.
Here's the function:
float(float n) sqrt =
{
local float divisor, result, i ...
I decided to transform this method to a QC function, and I've got pretty close ingame results.
Here's the function:
float(float n) sqrt =
{
local float divisor, result, i ...
- Mon Sep 19, 2011 2:38 am
- Forum: General Discussion
- Topic: Was the TF logo...
- Replies: 13
- Views: 3444
Was the TF logo...
...taken from French Southern and Antarctic Lands flag??
Look:
http://upload.wikimedia.org/wikipedia/commons/thumb/a/a7/Flag_of_the_French_Southern_and_Antarctic_Lands.svg/500px-Flag_of_the_French_Southern_and_Antarctic_Lands.svg.png
and:
http://www.k1ck.com/common/logotf.jpg
They're ...
Look:
http://upload.wikimedia.org/wikipedia/commons/thumb/a/a7/Flag_of_the_French_Southern_and_Antarctic_Lands.svg/500px-Flag_of_the_French_Southern_and_Antarctic_Lands.svg.png
and:
http://www.k1ck.com/common/logotf.jpg
They're ...
- Fri Apr 29, 2011 12:37 am
- Forum: General Discussion
- Topic: Quake Dodgeball
- Replies: 42
- Views: 22960
- Wed Apr 20, 2011 1:16 pm
- Forum: General Discussion
- Topic: Quake Dodgeball
- Replies: 42
- Views: 22960
- Wed Mar 30, 2011 1:00 am
- Forum: General Discussion
- Topic: Molotov cocktail model
- Replies: 2
- Views: 1553
Molotov cocktail model
Hey, I'm just creating this thread to ask if someone has a molotov cocktail model that I'll use for the pyro on my TF mod. 
Thanks!
Thanks!
- Mon Mar 14, 2011 12:00 am
- Forum: General Discussion
- Topic: Just a little curiosity...
- Replies: 10
- Views: 7475
- Sun Mar 13, 2011 8:08 pm
- Forum: General Discussion
- Topic: Just a little curiosity...
- Replies: 10
- Views: 7475
I was searching the internet for this and I found this thread:
http://rome.ro/smf/index.php?topic=1694.0
A guy said that T. Reznor did the gib sounds by squashing a mellon close to a really sensitive mic so it sounded like that... O.o
http://rome.ro/smf/index.php?topic=1694.0
A guy said that T. Reznor did the gib sounds by squashing a mellon close to a really sensitive mic so it sounded like that... O.o